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Hello all,
I recently acquired satellite imagery that I will use for my airport background. For clarity's sake, and to omit blurries, I want it to be a ground poly. My question is about the best way to divide this massive texture into square chunks that P3D can use? Tutorials in Sketchup showed that you can make a rectangle and apply the sat image as material (so far so good), and then there was a tool to slice the rectangle. This somehow also sliced the texture, and through a popup menu the user was able to save the one, big texture, now as smaller individual textures. later MCX was able to make these textures into textures with dimensions at a power of 2, for use in P3D.
I was wondering if Blender can do something similar? Otherwise I theorized I can probably make a rectangle in blender, loop-cut it into just as many sections as needed to obtains sections smaller than 4096x4096. My thought was then to go into photoshop, upsample the tetxure so that the dimensions are a power 2, and then 'section' it into as many sections as the rectangle in blender. Then save the resulting squares, make new materials in Blender, and apply the separate textures I made in photoshop to the sectioned rectangle in Blender. This method is partly based on something I saw in a Youtube video a while ago, but they were making a tiny airfield and not a regional airport, thus they a smaller sat image to work with (still seemed like a hell of a job though)
The reason I don't like this method is because it'll require a ton of manual labor, whereas Shetchup's way seemed easy, quick and automated. I was wondering if anybody here has a method that's better than this? Preferably requiring less manual copy pasting and file saving...
Thanks,
Benjamin
I recently acquired satellite imagery that I will use for my airport background. For clarity's sake, and to omit blurries, I want it to be a ground poly. My question is about the best way to divide this massive texture into square chunks that P3D can use? Tutorials in Sketchup showed that you can make a rectangle and apply the sat image as material (so far so good), and then there was a tool to slice the rectangle. This somehow also sliced the texture, and through a popup menu the user was able to save the one, big texture, now as smaller individual textures. later MCX was able to make these textures into textures with dimensions at a power of 2, for use in P3D.
I was wondering if Blender can do something similar? Otherwise I theorized I can probably make a rectangle in blender, loop-cut it into just as many sections as needed to obtains sections smaller than 4096x4096. My thought was then to go into photoshop, upsample the tetxure so that the dimensions are a power 2, and then 'section' it into as many sections as the rectangle in blender. Then save the resulting squares, make new materials in Blender, and apply the separate textures I made in photoshop to the sectioned rectangle in Blender. This method is partly based on something I saw in a Youtube video a while ago, but they were making a tiny airfield and not a regional airport, thus they a smaller sat image to work with (still seemed like a hell of a job though)
The reason I don't like this method is because it'll require a ton of manual labor, whereas Shetchup's way seemed easy, quick and automated. I was wondering if anybody here has a method that's better than this? Preferably requiring less manual copy pasting and file saving...
Thanks,
Benjamin